Impossible for kurzicks?
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Originally Posted by Sai Rith
I did win a couple times today, and I said nearly impossible,not completely impossible. They NEED to make Kurzicks NPC's A LOT stronger. The Juggernauts are worthless.
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But still, the mission isn't thaat hard...most of the times i win

Jade Quarry is worse; nobody is there most of the time....
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You typically need some decent monks to win on the Kurzick side, while on the Luxon side, you don't need monks at all. That's really the bottom line to Ft Aspenwood. IMO it's much easier to win on the Luxon side, and more profitable to play on that side. You can also win before a timer expires, unlike on the Kurzick side, where there is a limit to how many wins you get per hour due to the wait (unless you are able to run refined amber).
I agree it's a lot harder to win as kurzick. If the luxons know what thier doing it's an easy win. Plus (like you said) luxon can obtain an early win, which I guess you can do with kurzick by turning amber in but it's still harder. Also luxon can get a turtle ANYTIME all luxon warriors and the turtle from a squad is dead. This I REALLY don't like because it can be a pain to take down a squad and they can get one right away if they choose. Maybe if luxons had to run amber to get turtles back it would make more sense. (Of course they would have to make it so the refined amber mine can't be used by luxons or just move it) Btw I disagree, luxon monks are very usful to keep turtles alive, cause if you can't kill a turtle then it owns you. No offense but just maybe something you didn't think about.
Personally I think we should have a juggernaught at EVERY gate ^^ gates are farily easy to take down as is.
Personally I think we should have a juggernaught at EVERY gate ^^ gates are farily easy to take down as is.
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Originally Posted by Mr Wolfmaster
Btw I disagree, luxon monks are very usful to keep turtles alive, cause if you can't kill a turtle then it owns you.
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My idea of balance in the mission would be simply to have a Juggernaut at each gate, since they do not instantly die from a few turtle attacks and would slow the enemy's progress down. And BTW, if a monk can put some protection/healing on a Juggernaut, they will pwn. Watch them fight a turtle sometime... they will flip the thing over and destroy it in about ten seconds at the most.
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Ive won most of the time. The 2 times ive lost my team didnt know what the heck they were doing. Running around and trying to kill luxon priests and all that instead of holding the base. They got to last gate in probaly 5 min and then some1 on my team opened the gate lock and they all rushed in and gg to gunther.
But it is fairly easy if you know what your doing. My assasin pwns everyone
But it is fairly easy if you know what your doing. My assasin pwns everyone
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Originally Posted by Doomlord_Slayermann
My idea of balance in the mission would be simply to have a Juggernaut at each gate, since they do not instantly die from a few turtle attacks and would slow the enemy's progress down. And BTW, if a monk can put some protection/healing on a Juggernaut, they will pwn. Watch them fight a turtle sometime... they will flip the thing over and destroy it in about ten seconds at the most.
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1 vs 1 = juggernaut wins (/doh)
5 vs = juggernaut has a chance to kill the turtle, but the luxon npcs will finish the juggernaut at the same time this kill the turtle.
actually, maybe having 5 juggernauts (4 being NOT respawnable, the only one that respawns would be the one at the green gate) one at each side with the one spawn time soldiers, those that are between the 2 kurzick eles and the kurzick ele with 2 necros. the other 2 juggernauts would be at the stairs behind the inner gates. but i think that would be overkill.
if its overkill then just having 3 juggernauts, being the last three (one behind each inner gate, and the one at the green gate) would be more than enough.
but then again, i tend to be in fights where its either:
a) luxons overwhelm us fast and effective
or
b) luxons arent able to effectively enter, reaching a stalemate on the corridors of the entrances. not even reaching the green gate.
usually if they are able to get in and reach the green gate, then gg.
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Originally Posted by Ole Man Bourbon
Don't need Monks for the turtles, all you need are Healing Breeze and Heal Other, IE on a Necro or Ele.
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If I go Blood Necro then I'll bring Well of Blood just for the turt to stand in. Normally I'll gank the first warrior or assassin that goes for the turtle. His corpse makes a nice well. Then I'll proceed to breeze turtle for another +5 regen all the while ganking whatever warrior tries to beat on the turtle.
If I have a monk on my side then it's incredibly easy to keep the turtle up.
Also, I disagree with any Kurzick who thinks having a monk on their team is going to make it easy to get a victory. Too many times I've seen the old stall tactic with bonders trying to keep an gate's NPC alive. Most times the Luxon will have a Well of Profane necro on the team and then it's easy to bash through a gate.
So what does work for the Kurzicks? Relentless control of the mines. I've been on losing Luxon teams becaue the Kurzicks continually took and re-took the mines from us. All the while they were running amber. When we'd get through the Purple or Orange outer gates they'd rebuild them instantly and we'd be trapped. Same thing would happen if we'd manage to get through the inner gates. Some of the better Kurzick monks know to go out to the mines and bond the Mine Cleansers. This stalling is the most effective because it makes it really hard to take back the mines.
In short Kurzicks have to apply pressure at the mines at all times. Combine that with running amber back to Gunther and his Orange/Purple gatekeepers and it's very hard for Luxons to roll through.
The other thing Kurzick players should do is learn about degen... on a turtle it's highly difficult to combat degen w/o a dedicated monk. Mesmers and Necros excel at degen and on the Kurzick side they should focus on this.
I'm not fond of MM Necros on this map, but they can turn the tide of battle quickly. Corpse control is a must when playing Aspenwood. If I have room on my bar I always take Consume Corpse or another cheap corspe usage spell. You can completely shut down an enemy MM just by taking away all the corpses.
Also, kill that EoE spirit you noobs! I don't know how many times I've won on a Luxon team because the Kurzicks didn't notice that EoE was down. Kill that spirit at all costs. When the squad of Luxon Warriors dies in a meteor shower the EoE bomb is usually enough to kill every player on the map (including Gunther).
Lastly, bonding Gunther is a sign of a losing strategy. We're in your house and you're on the defensive. If I get my necro close enough to Gunther and see a corpse... poof Well of Profane on Gunther. No more bonds or enchants. Now you gotta go straight heals and he's going to die because you can't outheal 8 Luxon Warriors beating on him w/ turtle support.
Dunno... I've earned over 100k faction in Aspenwood and these are the things that seem to hold up.
R
bonding works properly with massive corpsecontroll, something what one of the warriors, assasins, rangers, etc should do.
heck most effective is a 3 monk bondingteam, 2 rits, 1 ranger, well necro and rest some other stuff. The bondingmonks are simply standard bondmonks with blessed light and dwaynas kiss. for the rits one is a restoration (vital weapon, resilient weapon) one other is a simple rit lord (shelter, union, etc). The ranger is a simple symbiosis, fertile seasons, eoe ranger that puts first 2 of the spirits behind the gates and makes sure to only use eoe far away from the green gate AND gunther. While the necro is a simple corpsecontroll and massive wellcreating person to make sure that no well of the profanes will be erected below the darned bonded ele. rest is simple endurance. But heck haven't seen wells for ages nor any enchantmentkickers.
Dunno, i have made around 200k in aspenwood and these seem to be much more dumbproofed then any of the other options.
heck most effective is a 3 monk bondingteam, 2 rits, 1 ranger, well necro and rest some other stuff. The bondingmonks are simply standard bondmonks with blessed light and dwaynas kiss. for the rits one is a restoration (vital weapon, resilient weapon) one other is a simple rit lord (shelter, union, etc). The ranger is a simple symbiosis, fertile seasons, eoe ranger that puts first 2 of the spirits behind the gates and makes sure to only use eoe far away from the green gate AND gunther. While the necro is a simple corpsecontroll and massive wellcreating person to make sure that no well of the profanes will be erected below the darned bonded ele. rest is simple endurance. But heck haven't seen wells for ages nor any enchantmentkickers.
Dunno, i have made around 200k in aspenwood and these seem to be much more dumbproofed then any of the other options.
